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Behavior Wait for DirectMediaXtra Sprite to finish Playing

Added on 2/21/2002

 

Compatibilities:
D8 D8_5 D9

Required Xtras:
DirectMedia Xtra 2

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Author: tushonline (website)

Wait for DirectMediaXtra Sprite to finish Playing this is Similar to the Cue-Points in Temp channel but this Behavior allows your RolOver Members to Work Correctly Just drag this behavior on to a Frame Script Channel, This Behavior works on ExitFrame Handler

-------------------------------------------- ---------------------Wait for DirectMediaXtra Sprite to finish Playing
-----------------------------------------------------------------this is Similar to the Cue-Points in Temp channel but this ---------------------------------------------------------------------Behavior allows your RolOver Members to Work Correctly
-------------------------------------------------------------------------written on Feb. 21st 2002 12.55 pm IST. by Tushar -------------------------------------------------------------------------------[tushonline@hotmail.com]
-------------------------------------------------------------------------------www.run4Fx.com
------------------------------------------------------------------------------------In case of any suggestions forward this -----------------------------------------------------------------------------------------to run4fx@run4fx.com

---------------------------------------HOW TO USE THIS BEHAVIOR -----------------------------------------------
-- Just drag this behavior on to a Frame Script Channel
--- This Behavior works on ExitFrame Handler,
---- Will return to Stop the Movie if the DirectMedia Xtra Sprite is not chosen
----- Time in MilliSeconds is an Optional Option to choose, If dont want to use leave it as it is.
------ Select Direct Media Xtra Sprite from the Sprite Numbers dropDown Menu
------- Select Marker to Jump after DirectMedia Xtra sprite finishes Playing
---------------------------------------------------------------------------------------------------------------
-- This Behavior Allows you to work you rollovers work properly
---------------------------------------------------------------------------------------------------------------


property pSprite -- DirectMedia Xtra Sprite Number
property pTime -- Optional Time in MilliSeconds for Cue
property pMarker -- Choose MArker to Jump After Cue

on getPropertyDescriptionList me
  tSprites = []
  repeat with i = 1 to the lastChannel
    tSprites.add(i)
  end repeat
  
  -- This is for getting Markers
  markersList = GetMarkers (me)
  if markersList.count() = 2 then -- [[], []]
    ErrorAlert (me, #getPDL_DuplicateMarkers, markersList[2])
  end if
  
  
  
  tLabelList = []
  tLabelList.add("next")
  tLabelList.add("previous")
  
  repeat with i = 1 to count(the markerList)
    tLabelList.add((the markerList).getProp((the markerList).getPropAt(i)))    
  end repeat
  
  list = [:]
  addProp list, #pSprite, [#comment: "Select DirectMedia Xtra Sprite", #format: #string,#default: "1",#Range: tSprites]
  addProp list, #pTime, [#comment: "Put Time in MilliSeconds [Optional]", #format: #String,#default: "Not Applicable"]
  addProp list, #pMarker, [#comment: "Choose a Marker to Jump after this Cue", #format: #Marker,#default:#getMarkers]
  return list
end


-- This Check if DirectMedia Sprite is True or False
On PrepareFrame me
  if sprite (pSprite).member.type = #DirectMediaXtra then nothing
  else
    alert "ERROR : Sprite You selected is not a DirectMedia Xtra Sprite.*_*"
    halt
  end if
end


-- Error ALert for Duplis
On errorAlert(me)
  markersList = GetMarkers (me)
  if markersList.count() = 2 then Alert "Duplicate Markers found!!!"
  halt
end


--get markers

on GetMarkers me -- as given in PropertyDescription
  localMarkerList = []
  duplicatesList = []
  markerString = the labelList
  delete the last char of markerString
  markerCount = the number of lines of markerString
  repeat with i = 1 to markerCount
    theMarker = markerString.line [i]
    if localMarkerList.getPos(theMarker) then
      -- Duplicate marker name
      if not duplicatesList.getPos(theMarker) then
        duplicatesList.append(theMarker)
      end if
    else
      localMarkerList.append(theMarker)
    end if
  end repeat
  if duplicatesList.count() then
    return [localMarkerList, duplicatesList]
  else
    return [localMarkerList]
  end if
end GetMarkers

-- Actual Event

on ExitFrame me
  if pTime = "Not Applicable" then
    if the currentTime of sprite (pSprite) < member(sprite(pSprite).member).duration then
      go to the frame
    else
      go (pMarker)
    end if
  else
    if pTime > 0 then
      
      if the currentTime of sprite (pSprite) < (pTime) then
        go to the frame
      else
        go (pMarker)
      end if
    end if
  end if
end if

end

on isOKToAttach (me, aSpriteType, aSpriteNum)
  
  tIsOK = 0  
  if aSpriteType = #Script then
    tIsOK = 1
  end if  
    return(tIsOK)  
end on

on getBehaviorDescription me
  return "Wait for DirectMediaXtra Sprite to finish Playing" & return & "this is Similar to the Cue-Points in Temp channel but this Behavior allows your RolOver Members to Work Correctly" & return & "Just drag this behavior on to a Frame Script Channel" & return& "In case of any suggestions forward this to run4fx@run4fx.com"
end

on getBehaviorTooltip me
  return "Wait for DirectMediaXtra Sprite to finish Playing" & return & "this is Similar to the Cue-Points in Temp channel but this Behavior allows your RolOver Members to Work Correctly" & return & "Just drag this behavior on to a Frame Script Channel"&return&"In case of any suggestions forward this to run4fx@run4fx.com"
  end
  

 


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